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Pictures
Assassin_Creed_Valhalla_Banniere_2.jpg
Summary
Type de jeu
 
           Type : Action, Adventure
           Players : Solo
           Plateform : PC, PS4, PS5,
                                       Xbox One, Xbox Series,
                                       Google Stadia

           Engine used : Anvil 
Contribution 
 
           Position : Junior Cinematic Designer
           Duration : 1 year and 8 months
Game Description
Company 
 
           Ubisoft
Skills 
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          Cinematics integration
          Development and updating of tools
          Technical support
          Pipeline improvement
          Debug
Game Description
 

Assassin's Creed Valhalla

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           Become Eivor, a mighty Viking raider and lead your clan from the harsh shores of Norway to a new home amid the lush farmlands of ninth-century England. Explore a beautiful, mysterious open world where you'll face brutal enemies, raid fortresses, build your clan's new settlement, and forge alliances to win glory and earn a place in Valhalla.

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           England in the age of the Vikings is a fractured nation of petty lords and warring kingdoms. Beneath the chaos lies a rich and untamed land waiting for a new conqueror. Will it be you ?

Trailer
Cinematic Design intent note
Trailer
Assassin's Creed Valhalla:
Dawn of Ragnarök

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           Eivor must embrace their destiny as Odin, the Norse god of Battle and Wisdom. Unlesh new divine powers as you embark on a desperate quest through a breathtaking world. Complete a legendary Viking saga and save your son in the face of the gods' doom.

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           Establish the list of assets needed by other departments for each scripted/cinematic event.

           Organize and coordinate the resolution of a technical problem on the assigned topics.

           Participate in problem solving and technology watch with the teams.

           Optimize processes and pipeline on animation integration.

           Document the pipeline and animation systems for internal knowledge sharing.

           Track and update requests regularly.

           Debug cinematics.

           Take care of the sending and quality of the data sent to the compositing team for the cinematics that are videos.

Cinematic Design intent note
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           In this team, as a Cinematic Designer, my role required several types of missions.

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           Cinematics integration in the engine.

           Be responsible for the smooth transition between gameplay and cinematics.          

           Participate in the development, maintenance and updating of the list of specifications and tools used by the teams.

           Provide support to the teams.

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Prologue management
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           I arrived on the production of the Prologue towards the end of the development. All the "Seamless" transitions between gameplay and cinematics, debugging and optimization had to be done.

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           The Prologue is linked with gameplay and "main" cinematics. At each passage of these, "secondary" cinematics are activated or deactivated .

Dawn of Ragnarök DLC management
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           On this DLC, I came in at the beginning of the production. I was in charge of the discussions with the cinematics directors, and the main team in charge of the project to determine the feasibility of the cinematics and what we would need.

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           Once this was done, I sent the cinematics layouts to MOCAP. I integrated them into the engine and prepared the transitions with the gameplay to geet "Seamless" or "Cut".

           I also put all the NPCs and props in the cinematics so that they could be animated by the animators.

Prologue management
Dawn of Ragnarök DLC management
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